KEEPER
FREQUENCY:
Very rare
NO.
APPEARING: 1-4
ARMOR
CLASS: 6
MOVE:
12”
HIT
DICE: 1 (5 hit points each)
%
IN LAIR: 50%
TREASURE
TYPE: Nil
NO.
OF ATTACKS: 1
DAMAGE/
ATTACK: 1-4
SPECIAL
ATTACKS: Possession
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 1
INTELLIGENCE:
Low
MORALE:
See below
ALIGNMENT:
Neutral
SIZE:
M (working form) or S (natural form)
PSIONIC
ABILITY: Nil
LEVEL/
X.P. VALUE: I/ 15
Keepers
are artificial organic life forms created by the Triskelion family to
do menial work, specifically gardening and groundskeeping in The
Grounds portion of Castle Triskelion.
While
working, keepers inhabit humanoid bodies made of rust proof metal
alloys. The bodies have almost a skeletal appearance, with the head
being box-like. These metallic frame bodies are not particularly
sturdy and can sustain only five hit points of damage.
Keepers
are created in order to do gardening, planting, trimming, and they
excel at such tasks. In self defence they are capable of striking
out for 1-4 points of damage but they will never attack of their own
volition and they are completely incapable of harming members of the
Triskelion family under any circumstances.
In
their natural form, they are amorphous green bundles of plasm a few
inches in diameter. They float in a pool of similarly colored
semisolid material which provides them with nourishment. They assume
their metal working form by sliding into the bodies through a
connecting link in the back. They may remain away from their pool
for up to six hours, when they must return to replenish their life
force. If they remain away from their pool for longer than six hours
they will perish.
In
certain circumstances a keeper is capable of attempting to possess a
living body. If a keeper has been in its working form for six hours
and has been prevented from returning to its pool, it will try to
come into physical contact with a creature in order to “ride” its
body and return to its pool. Treat this as a magic jar
attack, with the keeper having an intelligence score of between 5 and
7 and a wisdom score of between 2 and 8. After the keeper returns to
its pool the host will be no worse for wear.
Similarly,
if a being touches the green stuff of the pool of a batch of keepers,
there is a 75% chance that a particularly stupid or distracted keeper
will mistake the body for that of its normal host and perform a magic
jar attack. In this case, the keeper is fortified and gets a +4
bonus to its attack. If it succeeds in possessing a host it will go
about its normal duties for six hours before returning to its pool.
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